ANIMEBRYAN'S PROFILE

I had to "Old Yeller" my old laptop, a laptop that has given me a decade of entertainment, became the ultimate retro console thanks to emulators, and has allowed me to pursue my dream of being a game designer with both RPG Maker & SMBX. Now, ALL of that work, is gone. This is not how my 40th birthday should be. I am dead inside now. I just don't give a shit about anything anymore ;_;
Dragon Quest Remake (95%...
A remake of the classic 1st Dragon Quest with RPG Maker MV

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Welcome, Devs of SRW2!

Already did, but how do I send it after that?

Welcome, Devs of SRW2!

Also, how do I send you zip file by PM? Because it won't let me upload anything except image files.

Welcome, Devs of SRW2!

Stage List page doesn't have an option to make a post.

Welcome, Devs of SRW2!

Geez, it was a pain in the ass just to get to this page! I was only able to get on by following a notice (couldn't find it by searching: Super RMN World 2). So for things like level feedback, does that happen on this page or on the old one? And how do I update my levels? Because I have a revised Naval Piranha Bog ready as well as a revised Barrel Volcano.

Super RMN World 2: Yoshi's Archipelago

More video feedback:

Frostbite Island (W5) by Jparker1984:


Trails in the Sky (W6) by Solitayre:


Cumulus Crest Nimbus (W6) by Illy:


@Seiromem: You need to label your levels if they're incomplete! I just downloaded your W4, W6 & W9 levels to do Let's Tests only to find that none of them are even complete! How can I tell which ones to test if you don't label the incomplete ones?!

So, I have an updated version of Naval Piranha's Bog with improvements to the boss battle & no way to upload it. So Hali, how do we do this?

Super RMN World 2: Yoshi's Archipelago

Another video feedback:

Chilly Tunnel (v1.1) (W5) by Fflo:



author=pyrodoom
author=Animebryan
Bill Bouncing in Billowy Brumes (v1.3) (W6) by pyrodoom:

Woah, holy crap.
I notice you're kind of angry in this video, and it seems to all stem from the fact I took out a blue yoshi.
I did make the changes you asked for and then some because you did these video reviews to show the level creators how their level plays, and when I saw how you played my level(by barely playing it), I fixed it. If you could give me something more than "put yoshi back in", I'd be happy. You didn't even note the changes I did make, all you seemed to care about is that you didn't have a blue yoshi at the beginning of the level.
If the issue is the gimmick of the stage, bouncing on Bullet Bills, than I don't know what to do. I just need something more than "Now there's only one fucking blue yoshi in the stage."

It's a bit late to say this I know, but I'd like to ask if I could keep Billowy Brumes placement in World 6 but have a Green Yoshi in the old Blue Yoshi's spot. It's a personal thing, yeah, but I just don't like blue yoshis because they break levels. I'm giving black yoshis a break because they are only in the last world and I haven't seen one in any of the World 8 levels I've played, so they are very rare.
The best way for me to say it: a black yoshi is a hammer suit if a blue yoshi is a tanooki suit. They are the OP Yoshis.

Sorry about that. Dealing with the editor's crap, re-recording Let's Tests & how much different the level feels without a Blue Yoshi just started to get on my last nerves that day.

author=halibabica
from pyrodoom
I'd like to ask if I could keep Billowy Brumes placement in World 6 but have a Green Yoshi in the old Blue Yoshi's spot.
Sorry, no dice. I know Blue Yoshis are harder to design around than regular ones, but that's the core gimmick of the entire game. These broken Yoshis only appear later in the game where they may turn the tide for less skilled players. If you want to make Blue Yoshi less useful, consider using fewer (or no) koopas. As for Bryan being upset about it, well, based on what I saw of his RMN Bros. LP's, he'll be upset anytime you prevent him from breaking the game wide open.

Hey! That was a cheap-shot! I don't always throw a hissy-fit just because I can't break the game!

As for the Naval Piranha fight, I'll take those new suggestions into consideration. I don't know why you mentioned the throwing blocks not being blue when they are. I've uploaded the level so both the level & boss fight can be tested as is.

My new levels so far are:
Naval Piranha's Bog (W3 Boss) - fully playable, but boss needs another revision
General Fly Guy's Air Force (W6 Boss) - level is playable but too hard to beat & boss is completely dysfunctional (need help Hali)
Boss Factory (W8 Mini-boss) - level is playable but too hard. Boss is beatable but hard (if you can reach it)
The Yoshi Relay Race (W9) - level is empty, just backgrounds & music

I also need to revise Barrel Volcano as well. It would be nice if someone would provide feedback (other than Hali) for my levels as I still don't have feedback for the 2nd version of Fire & Brimstone yet.

Super RMN World 2: Yoshi's Archipelago

author=halibabica
from Animebryan
Hali, you mentioned that we could submit a placeholder. How exactly does that work?
You could save an empty .lvl file and submit that for all it matters. Whether you can finish "in time" or not depends entirely on you. Once the deadline hits, I'll be giving in-depth feedback to the existing levels and start making my own. I won't let the project get held up by stragglers, so the true deadline is however long it takes me to prepare everything else.

How long do you think it would take you after the deadline?

Also, what did you think of the Naval Piranha boss fight so far?

Super RMN World 2: Yoshi's Archipelago

More video feedback:

Bill Bouncing in Billowy Brumes (v1.3) (W6) by pyrodoom:


Donut Fall (W6) by Kentona:


Carps Against Humanity (v1.5) (W5) by NeverSilent:



@Fflo: I would've also done Chilly Tunnel (v1.1) but when I extracted the zip folder, there was only the 'icecap' mp3 & the level folder, no level file. I don't know if you forgot to include the level file or the extraction went wrong, maybe someone else can download it to check.

My Naval Piranha Boss fight video:


The only problem I have with this is the nippers not landing & becoming a natural enemy to deal with. Other than that, I'll have the level submitted by tomorrow. Right now, I've decided to try my hand at my world 6 boss level, which I originally gave up on. I definitely want to make that level along with my worlds 8 & 9 levels.

Hali, you mentioned that we could submit a placeholder. How exactly does that work? Do we just submit the unfinished level & label it as a placeholder or something? Because if that's the case then I'd like to get a little done on each of my remaining 3 levels & submit them as placeholders so I don't have to worry about the deadline.

I still plan on fixing Barrel Volcano but getting my remaining 3 levels in before the deadline comes first. Also, still waiting on feedback for the 2nd version of Fire & Brimstone.

Super RMN World 2: Yoshi's Archipelago

author=halibabica
Animebryan's Barrel Volcano:Ehh, I dunno about this one. I certainly like the concept behind it and such, but I think the implementation could use some work.

- You really are too generous with your power-ups. You double-up with an ice flower and Yoshi at both the start and the checkpoint. You could put Yoshi in place of the ice flower you have between those two and still be fine.

- I like what you did with the rising/falling lava, but I think this is a bit too hard for W4. I was able to handle it okay, but some of those jumps are really tricky! I'd lower the tall column at the start by one tile and raise the ceiling by one tile in the first moving lava spot. I'd also slow that lava down a bit.

- Those Fry Guys seem awfully calm about being on fire. I'd add speed=2 to their text file.

- I like that pipe secret, but it's way too heavily guarded. Take out the two inner podoboos and the Fry Guy; the lava lotus is enough.

- The skull raft in the pipe secret should be a generator for 2P compatibility.

- The pink switch in the pipe secret is total bs. I know you need an ice block to hit it, but you can't carry ice blocks while riding Yoshi! The way it's laid out, you could do away with the switch block and move the flower further to the left.

- The jump after the pipe secret is doable, but the timing is really tight. Slowing the lava like I mentioned earlier should help.

- The erupting volcano section...something needs to be done here. My first concern is a 2P compatibility thing. If the second player isn't hot on the heels of the first, they won't get through the pipe in time. Not only that, but if you sit and watch the lava, it scrolls up and away, which makes no sense at all. The lava could stop before it reaches Toad's platform, but then there's a no-win situation. You can keep Toad there to warn the player about the eruption, but the initial lava rising to the pipe needs to go.

- The vertical climb portion of this stage is very tedious. There's not much to threaten the player, but the climb is so long that screwing up anywhere along the way could mean you're screwed, especially since the top is laid out the way it is. Apart from the climb being uninteresting, it relies far too much on the pink switch. If you didn't hit that switch right away, there's nothing to do but climb and you miss out on everything. And even if both those things weren't a problem, there's still a 2P compatibility issue with both players getting through before the entrance is enveloped by lava.

Sadly, the only solution I can think of isn't a simple one. The vertical portion needs shortened by a lot; I'd almost cut it in half, personally. With it shortened, you could include some enemies to help spice up the climb. The lava lotuses and pansers could be put to good use here. Next, add one more normal segment of level on the way out of the volcano. There's plenty of potential with the NPCs you chose to get in one more section, and it'll give you another place to put a flower so there aren't so many in the climb. Lastly, for 2P, you can have a pipe appear that leads straight to the new section after the vertical climb pipe gets sealed.

Sorry this is such a complicated request, but this simply doesn't work as it is. You're welcome to come up with an alternative on your own, but I can't abide it like this.


The 'Red' switch is actually meant to be hit with Yoshi using his ground pound (as in the video) with throwing an ice block as a 'desperate' alternative. The vertical section originally had enemies to deal with, but I had set the lava speed to 2 & that was WAY TOO FAST to keep up with. So I took out all of the enemies which is what makes that part so boring. I don't quite understand what you mean in that last part about the pipe leading to the new section. Do you mean to just add a 2nd pipe after the climb?

About the Naval Piranha fight: Naval Piranha's head doesn't have sprites of it opening it's mouth except for when you defeat it, so animating it wouldn't be possible. Also, why make npc-212m all black? Wouldn't that make it look weird instead of just making it a silhouette like most masks? As for the body's hitbox, if the hitbox is smaller than the sprite, then where on the sprite is the hitbox located? Would it be right where the 'naval' is or would it be positioned on the left or right of the sprite? If I remove the bud tendrils off, where would I place them & should they be on a generator?

Should the boss be able to move all the way across the screen or just like 2/3 the way across? Also, should I leave the fighting area the same width or should I shorten the width to 1 screen?

Super RMN World 2: Yoshi's Archipelago

More video feedback:

Carps Against Humanity (v1.4) (W5) by NeverSilent:


Tempest Valley (v2.1) (W1) & Bill Bouncing in Billowy Blumes (v1.1) (W6) by pyrodoom:


Switch Swap Swamp (v1.1) (W1), Big Blooper Basin (v1.2) (W3), Searing Skull Stepping (v1.1) (W4) & Colonel Cryos Cavalry (v1.1) (W5) by Ratty524:



author=halibabica
I wouldn't dive into making changes to the boss right away, Bryan. From the look of things, it kinda needs an overhaul. I mean, there are ways we could make it work better with its current layout, but I think something more true to the original Naval Piranha would be much cooler. I could list out the issues with the current version, but Ratty covered them all pretty well.

So here's what I'm thinking: the Naval Piranha's weak spot is its little Adam's apple thing, and that's just above the surface of the water. Ice blocks slide along water, so we can replicate that aspect of the original fight. To do so, we need to make the body into Mother Brain instead of the head. The hit box will need tweaked (among other NPC flags), but I can help you with that.

If we do that, the head will need to be a different NPC; something that can't be killed by any means. I think we could actually change the properties of a donut block to make that work. Basically, the head would be indestructible and capable of hurting the player.

With those two NPCs in place, that would leave the boss' means of attack. Nippers are pretty much mandatory, but I wouldn't use SMBX's normal ones. We should dig up sprites of YI Nippers and replace Tweeter with them. The boss could shoot them forward from its mouth as a projectile generator. If I recall, the Naval Piranha's only other means of attack was to ram into you, and that can totally be done with layer movements. Mother Brain and the donut block can both be moved as layer objects, so it should work.

The big problem I foresee with all this is that it's very technical. I'd be more than happy to help you work through it all step by step 'cuz I think this boss would be absolutely worth it (and you'd probably learn a lot, too). I don't want to overstep my bounds with this bold suggestion, but I do want the bosses in this game to be something special. Let me know what you think of the idea and perhaps we can hammer out the details.


I definitely like the sound of this idea, as the reason why I decided on such a level & boss was to pay homage to the original YI, hence the YI styled graphics & music. The concept of how to beat Naval Piranha originally in YI crossed my mind when I was throwing those ice blocks along the water surface (and only ice blocks behave that way).

I don't think respriting the head into a donut block is such a good idea because I don't think you can stop a donut block from falling if you stand on it (and you saw how easy it was to get on top of it's head). Ironically, I decided to use the SMB3 version of the nippers instead of using the YI ones for no reason, but using YI ones makes more sense. But respriting a tweeter into a nipper makes no sense because you're not supposed to stand on top of a nipper & be able to pick it up & throw it.

As for moving Naval Piranha with layer movement, the editor has been trolling me a lot with layer movement (which not only plagued me with Barrel Volcano but also my world 6 boss level with airships, which I scrapped). If the movement can be done then that would be great (not sure how the bottom area would be set-up then). The only tricky thing is you helping me 'step by step', because I only get access to the internet Monday thru Friday between 8am-4pm, because I have to use my apts. computer lab, and this computer doesn't have SMBX on it. So it's basically get on the internet with no SMBX for the beginning of the day, then go home & work on SMBX until the next day.

But if we can make this work then I'm all for it. Btw, I highly recommend pushing the deadline again until at least the end of this month. I'm working on a world 8 level & then I want to make a world 9 level before submissions are cut off.